PBR Documentation

LAB 1.0

*_n.png

R: normal (x)

G: normal (y)

B: Ambient Occlusion (optional)

A: Height

*_s.png

R: smoothness / inverse roughness

G: f0, essential for decoding the kind of material used

B: porosity

alpha: subsurface scatter on foliage and gems, light emission on other materials, inverted so that blocks not utilizing this can have solid alpha

f0 values

Rough example on how to decode metals (to be extended):

  • f0 > 0.45: iron
  • f0 > 0.96: gold
  • f0 > 0.98: chrome

Continuum 2.0

*_n.png

R: normal (x)

G: normal (y)

B: normal (z)

A: Height

Ambient Occlusion can be multiplied into the rgb of the normal (optional).

*_s.png

R: f0 (fresnel reflectance: basically Metallic/Metalness, where 0 is non-metallic and 255 fully-metallic)

G: porosity (not used yet)

B: smoothness (255 smooth, 0 is matte)

Alpha: 1.0 - emissive/translucence

f0 values

For non-metallic surfaces, f0 will usually reflect between 2% and 5% of light.

Here are the official Continuum values for metallic surfaces:

  • 0.96 iron
  • 0.97 gold
  • 1.0 generic metal

SEUS

*_s.png

R (Red channel)
The Red channel is used for PBR Smoothness. A value of 255 will represent a very smooth material, and a value of 0 will represent a very matte material. If you want a material to appear more “shiny”, use a higher value here.
A higher value here will also trigger screen-space reflections* to be rendered on this material.
*Note: this particular functionality is not PBR, physically-based glossy reflections are not implemented in SEUS Renewed yet.

G (Green channel)
The Green channel is used for PBR Metallic/Metalness. A value of either 0 (non-metallic) or 255 (fully-metallic) should be used here, as partial metalness is not handled explicitly by SEUS Renewed yet.

B (Blue channel)
The Blue channel is unused.

A (Alpha channel)
The Alpha channel is unused.

For the official documentation, visit https://sonicether.com/seus-documentation